OK, so let’s talk theory vs practice.

 

In theory, TD learning approaches asymptotic optimality when used with a full 
state space. That is, if your RL model has one parameter for each state, then 
TD will converge those parameters to the game theoretic values. There are some 
pre-conditions, but this is true with remarkable generality. In particular, 
there is nothing about stochastic vs deterministic in the theory.

 

So yes, the published experiments for Chess were failures. That is, using a 
very shallow search and relatively simple evaluation function does not work for 
chess like it did for Tesauro’s experiments in backgammon. But the conclusion 
that this is because of stochastic/deterministic is incorrect. Consider Go, for 
example, where static move generators can play at 1 dan level, and probably 
quite a bit higher.

 

An inference that is compatible with theory is that to conquer chess you will 
need a deeper, wider network, or better inputs, or a better search engine. Or 
all of those. You could imagine measuring the skill of a variety of 
architectures, and map out the path of steepest ascent.

 

In retrospect, I view Schradolph’s paper as evidence that neural networks have 
always been surprisingly successful at Go. Like Brugmann’s paper about Monte 
Carlo, which was underestimated for a long time. Sigh.

 

Best,

Brian

 

From: Minjae Kim [mailto:xive...@gmail.com] 
Sent: Friday, February 24, 2017 11:56 AM
To: Brian Sheppard <sheppar...@aol.com>; computer-go@computer-go.org
Subject: Re: [Computer-go] dealing with multiple local optima

 

TD-gammon is regarded as a special case from the stochastic characteristics of 
the backgammon game; it smoothens the search space for the value function and 
the value function itself to a great degree compared to those 'static' games 
such as go. Experiments of applying TD learning to chess and go was done after 
the success of TD-gammon, and the result was not good. I also did a small 
experiment a while ago applying TD learning to go using a similar network 
structure to that of TD-gammon. The network gets 'stuck' really fast. You can 
see similar comments to my experience here 
(https://chessprogramming.wikispaces.com/Temporal+Difference+Learning). You can 
make the network more 'actively' trained by doing stochastic move selection 
rather than simply selecting the move with highest value, but this doesn't work 
well enough to my experience, where I applied softmax. Schradolph experimented 
with TD for go in his 1994 paper, where he applied Gibbs sampling for 
stochastic move selection, although it wasn't a success for building a strong 
go bot.

 

On Fri, Feb 24, 2017 at 11:03 PM, Brian Sheppard via Computer-go 
<computer-go@computer-go.org <mailto:computer-go@computer-go.org> > wrote:

Neural networks always have a lot of local optima. Simply because they have a 
high degree of internal symmetry. That is, you can “permute” sets of 
coefficients and get the same function.

 

Don’t think of starting with expert training as a way to avoid local optima. It 
is a way to start training with some good examples so that learning can start 
at a higher level. But then you should continue with self-play.

 

Backgammon was trained to expert level based on self-play games that were 
initially random. Google “Tesauro backgammon” and you should be able to find a 
paper.

 

I don’t know NEAT and HyperNEAT; I will look them up. Thank you for the 
reference.

 

Best,

Brian

 

From: Computer-go [mailto:computer-go-boun...@computer-go.org 
<mailto:computer-go-boun...@computer-go.org> ] On Behalf Of Minjae Kim
Sent: Friday, February 24, 2017 3:39 AM
To: computer-go@computer-go.org <mailto:computer-go@computer-go.org> 
Subject: [Computer-go] dealing with multiple local optima

 

I've recently viewed the paper of AlphaGo, which has done gradient-based 
reinforcement learning to get stronger. The learning was successful enough to 
beat a human master, but in this case, supervised learning with a large 
database of master level human games was preceded the reinforcement learning. 
For a complex enough game as go, one can expect that the search space for the 
policy function would not be smooth at all. So supposedly supervised learning 
was necessary to guide the policy function to a good starting point before 
reinforcement. Without such, applying reinforcement learning directly to a 
random policy can easily make the policy stuck at a bad local optimum. I could 
have a miunderstanding at this point; correct me if so, but to continue on: if 
it is hard to have "the good starting point" such as a trained policy from 
human expert game records, what is a way to devise one. I've had a look on NEAT 
and HyperNEAT, which are evolutionary methods. Do these evolutionary algorithms 
scale well on complex strategic decision processes and not just on simple 
linear decisions such as food gathering and danger avoidance? In case not, what 
alternatives are known? Is there any success case of a chess, go, or any kind 
of complex strategic game playing algorithm, where it gained expert strength 
without domain knowledge such as expert game examples?


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